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2.0.2 Patch Release

May 21, 2021 - MaartenS11
Tags:
patch
The 2.0.2 Patch for Team Fortress 2 Classic has been released. The major changes include:

Weapon Changes:​

  • Updated the Nailgun:
    • Reverted back to its 2.0.0 stats
  • Updated the Flamethrower:
    • Afterburn length is now 25% shorter, though total damage output is unchanged
  • Updated the Stickybomb Launcher:
    • Now consistent with live TF2's stickies
    • Fixed stickies not suffering from damage falloff
    • Damage rampup changed to 100% (from 70%)
    • Explosion radius rampup to 100% (from 80%)
    • Projectiles no longer bounce off friendly buildings
  • Updated the Dynamite Pack:
    • Added the ability to taunt kill your enemies while holding the weapon
  • Updated the Mine Layer:
    • Increased clip size & max stickies to 4 (from 3)
    • Max charge time decreased by 50%
  • Updated the Bottle:
    • Added particles upon breaking the bottle
  • Updated the Minigun:
    • Reduced the bullet spread to 0.08 (from 0.1)
  • Updated the Coilgun:
    • Fully charged shots are now 100% accurate
  • Updated the Syringe Gun:
    • Lowered the reload time to 1.2s (from 1.5s) to match the reload animation
  • Updated the Ãœberspritze:
    • Health penalty has been lessened to -10 (from -25) health
  • Updated the Shock Therapy:
    • 15% slower heal rate on all Mediguns when equipped
    • Decreased the amount of healing done on hit to 100% (from 150%) of a classes health
    • Health is given to the target instantly
    • No longer uses Knife impact sounds when hitting players
    • Removed guaranteed crits against wet enemies
  • Updated the Hunting Revolver:
    • Removed the visual recoil
    • Lowered the fire rate to 0.675s (from 0.75s)
  • Updated the Fishwhacker:
    • Removed -20% slower fire rate
    • Replaced "Marked for Death while active" with "On Miss: Marked for Death for 3s"
    • Updated the description and item type
    • Added particles on impact to add to the new description
  • Updated the Tranquilizer Gun:
    • Tranquilized enemies now take full crits from Knives

Map Changes:​

  • Updated arena_flask:
    • Updated a few displacements to prevent mobility classes from camping above the battleground
  • Updated cp_amaranth:
    • Added localization strings
    • Time has shifted, and sunlight covers more of the map
    • Updated the lighting in point A
    • Adjusted the visual clarity of point A, so it's easier to locate
    • Improved clipping around the map
    • Updated the train bells to play a few seconds before the train actually arrives
    • Allowed projectiles to pass through railings on the map
    • Removed the train gate doors near the far exit of caves to B
    • Removed the nobuild area on the traintracks at B
    • Fixed a few minor visual issues
    • Fixed a few soundscapes to work properly
  • Updated dom_hydro:
    • Added localization strings
    • Added a small room to BLU side to give Engineers and Spies more utility
    • Added a new route from the caves between RED and BLU to connect to YLW
    • Combined the two caves between RED and YLW into one larger cave
  • Updated ctf_casbah:
    • Fog has settled into the seas, to match the world fog
    • Improved visuals and details across the map
    • Added an extra spawn door for each team's spawn
    • Added detail doors to BLU's intel room entrances, to be consistent with RED base
    • Added cover for BLU side's balcony route
    • Added an extra resupply cabinet to each team's spawn
    • Adjusted each spawn point to directly face the exit from spawn
    • Adjusted the windows in front of RED's intel room to close off a window, while also adding a new route to RED intel
    • Adjusted the windows leading into BLU side to be larger
    • Adjusted clipping to prevent mobility classes from camping up above the battleground
    • Adjusted the full ammo and small medkit at mid to be easier to see
    • Adjusted pickups around RED and BLU side to be somewhat consistent
    • Adjusted a few wooden planks to be easier to walk on
    • Replaced a few models at Mid with crates
    • Updated the stairs near BLU side of mid to be easier to move around
    • Fixed a visual bug when falling beneath the water
    • Fixed up the concrete doorways to prevent players from getting stuck when walking against them
    • Removed the setup timer
    • Removed a few pickups from each team's intel room
    • Removed the fence in RED spawn to allow for better movement
    • Removed a pipe near RED side's entrance, for the same reason
    • Removed a pillar near RED spawn, for the same reason
    • Removed a pillar in BLU spawn, for the same reason
  • Updated vip_badwater:
    • Removed capture point C, due to its redundancy in actual play
    • Bumped the round timer's max limit from 6 minutes to 10 minutes, to compensate for point C's removal
    • Updated the visual design of each point's platform
    • Added a nobuild to stop Engineers from building out of bounds
  • Updated vip_harbor:
    • Shrunk RED's window on capture point C's building
    • Removed some props to open up the play-space
    • Adjusted the nobuild on the shed in front of First RED spawn to only be on the roof
    • Adjusted some Item Pickups
    • Added a small medkit near point C's upper flank route
    • Improved the visuals of the maps lighting a bit
    • Fixed the water cubemaps

General Changes:​

  • Jittering atop certain props has been fixed (primarily noticeable on capture points)
  • Added the London asset pack - for more info, see https://london.tf2maps.net/
  • Added "Voice Commands" to the Chat Filter
  • Added tf2c_domination_uncap_factor, which makes control point progress recede faster in Domination
  • Added burning and backstab animations for the Civilian
  • Updated Domination's HUD to show which team is in the lead
  • Updated damage rounding to match Live TF2 (I.E. Minigun minimum damage has been rounded from 4 to 5)
  • Updated players who have just spawned to now receive the full heal-rate from Mediguns
  • Updated explosions to pass through friendly Engineer buildings
  • Updated highlighted dropped ammo to be a clientside option
  • Updated the round timer to no longer clip through the Arena and Domination HUDs
  • Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier
  • Updated dropped Sandviches from dead Heavies to give points on pickup
  • Updated tf_arena_override_team_size to 64, so players don't have to sit out
  • Updated two team Arena to have before-round queues turned off, consistent with Four-Team
  • Updated the description of tf_dingalingaling
  • Updated gibs to be compatible with custom class textures
  • Disabled random bullet spread by default
  • Disabled Arena queue in two team, to be consistent with Four-Team
  • Restored custom map description .txt files
  • Fixed bullets from Sniper primaries not ignoring teammates
  • Fixed the Edit Loadout button not working on the class select screen
  • Fixed being able to freely respawn in Arena
  • Fixed newly connected players not getting DOM scores until they update
  • Fixed KOTH HUD not properly flashing when a team is highlighted
  • Fixed Lunchbox items not named "The Sandvich" being inedible
  • Fixed recent kill, killstreak, and achievement voicelines not playing when triggered
  • Fixed Sappers being hard to place on top of buildings
  • Fixed Spywalk not being applied clientside
  • Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color
  • Fixed the tranquilized debuff being near instantly removed by healing, now halves duration as intended
  • Fixed death animations playing at the world origin
  • Fixed flame impact sounds on friendly buildings
  • Fixed a bug where flames would linger between round changes or restarts
  • Fixed tranquilized particles from staying on the player after immediately switching weapons
  • Fixed an exploit where Huntsman arrows could be used to give players large health pools
  • Fixed not being able to pick up dropped flags in spawn rooms that allow them.
  • Fixed HLTV/Replay players being able to join teams
  • Fixed crash related to giving yourself an invalid attribute ID via give_econ
  • TFBot: GRN/YLW spawn doors now properly block bots in 4team
  • TFBot: Added basic support for GRN/YLW invasion areas
  • TFBot: Lowered the amount of VIP escorting bots
  • TFBot: Civilian and Scout bots will be less likely to destroy Sentries
  • TFBot: Adjusted Demoman bots from preparing sticky traps if enemies are nearby
  • TFBot: Adjusted Engineer bots to place Teleporter entrances more reliably
  • TFBot: Snipers are able to find the opposing teams better in Four-Team
  • TFBot: Improved Spy bots by retreating when revealed, no longer targeting Sentries from long distances, using the Revolver to finish low-health targets, and backstabbing enemies that come in range whom are not the initial target
  • TFBot: Bots now spend less time retreating
  • TFBot: Bots now spend less time holding the fire button

2.0.1 Patch Release

August 14, 2020 - druidlyclean
Tags:
patch
The 2.0.1 Patch for Team Fortress 2 Classic has been released. The major changes include:

Weapon Changes:​

  • Updated the Nailgun:
    • Damage rampup increased to 175% (from 150%) to match Scattergun (Max damage now 20 up from 17)
    • Increased fire rate to 0.1s (from 0.115s)
    • Clip size & max ammo reduced by 20%
  • Updated the Flamethrower:
    • Made flames and airblast register more reliably
  • Updated the Dynamite Pack:
    • Recharge time slowed to 10s (from 7s)
    • Decreased throw charging time to 2s (from 4s)
    • Airblast, bullets, and melees push the main Dynamite Pack slightly further
    • Airblasting Dynamite Bomblets now extinguishes their fuse
  • Updated the Mine Layer:
    • Mines of losing team no longer detonate
  • Updated the Coilgun:
    • Fixed the Coilgun's alt-fire preventing reloading when empty
  • Updated the Hunting Revolver:
    • Fire rate slowed to 0.75s (from 0.6s)
  • Updated the Tranquilizer Gun:
    • Effect duration is now affected by distance falloff
    • Effect reworked: Colorblinds victim, and slows their movements by 33% for up to 5s
    • Slowing affects: Move speed, reload speed, weapon switch speed, melee attack speed, and Minigun spin-up and spin-down speed
    • No longer affects mouse sensitivity
  • Updated the Umbrella:
    • Plays a sound when alt-fire is unsuccessful
  • Updated Teleporters:
    • Are now 50 metal by default, and can be reverted back to 125 with tf2c_building_gun_mettle 0
  • Updated nail/syringe projectiles:
    • Are now consistent with the server's projectile position

Map Changes:​

  • Updated vip_badwater:
    • Time has passed within Badwater, and it is now brighter outside
  • Updated vip_harbor:
    • Fixed a bug where RED's respawn time was shorter than BLU's respawn time, after capturing B
    • Updated the respawn time after B's capture to be 10 seconds for RED, and 2 seconds for BLU
    • Changed some models
  • Updated vip_mineside:
    • Added a new second route to the escape zone
    • Made some areas brighter
    • Added a small ammo kit to upper balcony at mid
    • Added more cover for upper balcony at mid
    • Adjusted respawn time for RED to be longer when escape gates are open
    • Other various changes
  • Updated vip_trainyard:
    • Updated the respawn time to be 2 seconds for BLU
    • Shortened the round timer to 4 minutes and 30 seconds (from 6 minutes)
    • Changed some models

General Changes:​

  • Enabled vote kicking by default
  • Enabled vote kicking players in spectator
  • Enabled rate-limiting on ClientCommand 'voicemenu' (voice command spam has been limited to 0.3s, minimum)
  • Allowed custom items_game.txts to now allow PDA items in Medieval Mode
  • Fixed voice chat being quiet (if you've changed voice_scale, revert it back to 1)
  • Fixed an oversight that allowed achievements to be earned in Randomizer
  • Fixed a crash related to Arena queue
  • Fixed a crash related to disguising
  • Fixed a crash related to winning in Payload
  • Fixed a Linux crash related to CTF
  • Fixed broken sounds on Linux builds
  • Fixed the GRN flamethrower particles
  • Fixed being able to push stickybombs only once
  • Fixed the 'Bounced Betty' achievement being unachievable
  • Fixed loading item schemas packed inside maps
  • Adjusted Demoman bots to use stickies more often
  • Adjusted Heavy bots to not eat Sandviches while ubered
  • Adjusted Sniper bots to fix a case of picking bad spots
  • Adjusted Civilian Bots to stay behind the frontline, and retreat to spawn if no cover is found
  • Adjusted Randomized loadouts from being preserved on intentional deaths
  • Increased the building placement trace, to prevent some out-of-bounds exploits
  • Updated players to say "Thanks" when extinguished from afterburn
  • Updated dropped ammo (i.e. dropped weapons) to glow
  • Updated map icons for simplified server browser
  • Updated the changelevel vote issue to respect the map cycle
  • Updated the options menu to lower sensitivity as much as legacy options can
  • Updated the list of medal recipients
  • Updated the voting icons
  • Updated navigation files for Mineside and Badwater
  • Updated the localization files

Death & Taxes: Day 4

July 4, 2020 - druidlyclean
Tags:
announcement
patch
taxes_d4.jpg

It's finally here! The moment you've all been dying for... or, will die for...

The release of Team Fortress 2 Classic, and the brand new update to ship with it, The Death & Taxes Update! It's finally here, and NOW we can let you use all those shiny new weapons and kill each other on all the brand new maps introduced in this update, all the maps returning from the past, as well as a handful from live TF2!

But don't forget to read the last page, as we've packed so much into day four that we can't explain it all in this blog post alone! There's even a few more weapons in there, ported from live TF2—just in case your baby hands need something familiar to grasp onto while other players are busy ripping you to bits!

Now when you're done reading, download the damn game! What are you waiting for!? It's out! Quit sitting on your hands, drag that cursor of yours, and install the freakin' mod!

Click here to read Day 4!

tf2c_faq.png

Q. Where can I download TF2 Classic?
A. You can find the download link on our website, at https://tf2classic.com/download. Previous version downloads of Team Fortress 2 Classic have been removed, as the project has shifted direction. Those versions no longer reflect the goals of the project.

Q. What is TF2 Classic now?
A. Team Fortress 2 Classic is a free mod that re-imagines the 2008/2009 era of the original Team Fortress 2, which we consider to be the "classic era". It contains features ranging from old scrapped mechanics to entirely new content, such as new weapons and gamemodes like VIP, Domination, and Four-Team.

Q. Why has the update taken so long?
A. Deathmatch was a huge undertaking, and needed a lot of work that couldn't have been done within the years we were developing it.

Q. Where is Deathmatch?
A. Deathmatch has been split off from Team Fortress 2 Classic, and is now being developed as standalone game titled Team Deathmatch Classic by Compucolor Pictures.

Q. Why was Deathmatch split from TF2 Classic?
A. Deathmatch was split from Team Fortress 2 Classic for a few reasons:

- It was too large, and felt like its own separate game. Any gamemode that disables classes/weapons to function goes against some of the core principals of Team Fortress 2.

- The code between the two entities was getting to the point where if we did one thing in X, it'd screw something up in Y.

- The games can now be developed simultaneously (no more long waits).


Q. When was Deathmatch split?
A. Early 2018.

Q. Are there new weapons in this update?
A. Yes, both re-imaginings of beta weapons and entirely new creations.

Q. Does the mod still have Four-Team?
A.Yes! We currently have two official Four-Team maps, and nearly all gamemodes have Four-Team for the community to use.

Q. Will Espionage be made for TF2 Classic?
A. No, but the concepted characters may be eventually released. As for why it won't be developed: like with Deathmatch, any gamemode that disables classes/weapons to function goes against some of the core principals of Team Fortress 2. Every gamemode we are currently working on involves all 9 classes without any restrictions.

Q. Will there be cosmetics or anything of the sort in TF2 Classic's future?
A. No.

Q. Is there lore in TF2 Classic?
A. We consider the original lore of Team Fortress 2 from before 2009 to be the primary basis of our lore. Beyond that, the only other lore we carry over from live TF2 is from lore the class bios from the official TF2 website and most Meet the Team shorts. Pyroland is retconned and does not exist within Team Fortress 2 Classic. As for our own lore, any official canon would be given out through any maps, voicelines, shorts, update pages, and our own blog posts.

Q. Will there be a competitive side to TF2 Classic?
A. Not officially. We see Team Fortress 2 Classic as a purely casual mod. We do however have support for Highlander.

Q. Are there TFBots in TF2 Classic?
A.Yes, we have TFBots which are completely reverse-engineered. They are vastly improved upon to allow for better gameplay, and are currently able to play on 75% of our maps and gamemodes.

Q. Is there Linux and Mac support?
A. Currently, only Windows and Linux are supported for TF2 Classic. Mac is not officially supported, due to 32-bit applications becoming obsolete in recent years.

Q. Will there be more updates after this one?
A. Yes. They won't take as long.

Q. Will there be more gamemodes after this update?
A. Yes, we have more gamemodes planned for the future.

Q. Will there be public betas in the future?
A. It's possible, but no promises.
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